diff --git a/src/Simulator/IncrementalRedstoneSimulator.cpp b/src/Simulator/IncrementalRedstoneSimulator.cpp index 5dba69455..a875c9e4d 100644 --- a/src/Simulator/IncrementalRedstoneSimulator.cpp +++ b/src/Simulator/IncrementalRedstoneSimulator.cpp @@ -960,7 +960,7 @@ void cIncrementalRedstoneSimulator::HandlePressurePlate(int a_BlockX, int a_Bloc Vector3f BlockPos(m_X + 0.5f, (float)m_Y, m_Z + 0.5f); float Distance = (EntityPos - BlockPos).Length(); - if (Distance < 0.5) + if (Distance <= 0.7) { m_Entity = a_Entity; return true; // Break out, we only need to know for wooden plates that at least one entity is on top diff --git a/src/Simulator/IncrementalRedstoneSimulator.h b/src/Simulator/IncrementalRedstoneSimulator.h index 3397e143c..a3da13584 100644 --- a/src/Simulator/IncrementalRedstoneSimulator.h +++ b/src/Simulator/IncrementalRedstoneSimulator.h @@ -207,6 +207,10 @@ private: case E_BLOCK_REDSTONE_REPEATER_ON: case E_BLOCK_BLOCK_OF_REDSTONE: case E_BLOCK_ACTIVE_COMPARATOR: + case E_BLOCK_HEAVY_WEIGHTED_PRESSURE_PLATE: + case E_BLOCK_LIGHT_WEIGHTED_PRESSURE_PLATE: + case E_BLOCK_STONE_PRESSURE_PLATE: + case E_BLOCK_WOODEN_PRESSURE_PLATE: { return true; }